Cosmic Encounter: Expansion Set #8
Cosmic Encounter: Expansion Set #8 Rulebook
Table of Contents
Table of Contents
Set #8 Deck Contents
Source: section XIII ("The Deck—A Listing") of the Eon booklet, the Set #8 entries only.
- Compromise Cards: 4 cards from Set #8.
- Edicts: 6 cards from Set #8: Un-Zap (1), Finder (1), Keeper (1), Sanity (1), Warp Break (1), Flare Zap (1).
- Kickers: 5 cards from Set #8: 3 (1), 2 (3), 0 (1).
Blank cards: The blank cards included with Expansion Sets 3 and 8 are for your own creative use.
Edicts
Source: section XIV ("Edicts") of the Eon booklet. The opening paragraph applies to all Edict cards; the card entries below are the six Expansion Set #8 Edicts.
Always play Edict cards face up. They are not played face down in a challenge. Discard after playing. Each Edict card tells you when and how you may play it. Edict cards are played as follows:
Un-Zap
With the "Un-Zap" you can cancel the effect of either a Cosmic Zap or a Flarezap, but not both at the same time. The Un-Zap also prevents the player who has attempted to play a Cosmic Zap or a Flarezap from retrieving it; the card must be discarded.
Finder
The "Finder" lets you look through one other player's hand and take one card which you have named prior to looking at the cards. You can look through the other player's cards even if that player says the card is not there or hands over the card. The Finder can be played at any time before Challenge cards are played.
Keeper
Play "Keeper" when you are out of challenge cards and must play one either as the offensive or the defensive player. You get a new hand without discarding Flares, Kickers, and Edicts. You may use it only for yourself.
Sanity
"Sanity" stops the effects of any Flares, Moons, other Edicts, or Multiple Powers for the duration of the challenge. Each player must decide which one of his or her multiple powers will be "in" for the duration of Sanity. To play, place the card in full view of all players for the duration of the challenge and then place in the discard pile. Sanity does not alter Warp/Praw, Reverse Cone, or unique Planet Hex effects.
Warp Break
When you play "The Break" it frees your tokens from the Warp or the Praw back to bases. You cannot play this card to affect another player.
Flarezap
Use the "Flarezap" to immediately cancel the effect of a Flare, just as you use a Cosmic Zap to cancel the effect of a Power. Flarezap has the added bonus of causing the player you play it against to discard the Flare he or she has attempted to play.
Kickers
Source: sections V (items 13 and 15), VI (item 4) and VIII of the Eon booklet, which give the Kicker rules for the five Set #8 Kickers. The booklet prints the sentence in item 13 as "the other player as a chance to play a Kicker as well"; it is transcribed as printed.
The five Set #8 Kickers are listed under "Kickers" in the deck contents above: values 3 (1 card), 2 (3 cards) and 0 (1 card). The booklet prints no card-specific text for them; the rules below apply to every Kicker.
Playing Kicker Cards
- Playing Kicker Cards: Kicker cards are played face down just before challenge cards are played in a challenge. Each main player may play one Kicker in a challenge and only main players may play Kicker cards. You must announce that you are playing a Kicker as you do so. If one player plays a Kicker, the other player as a chance to play a Kicker as well. Kickers are discarded along with other non-challenge cards before collecting a new hand.
Revealing Kickers
- Revealing Challenge Cards and Kickers: Both Challenge cards are revealed simultaneously. Kickers, if any, are revealed along with the Challenge cards.
Kicker Effects
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IF YOU PLAY A KICKER, then:
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If you play an Attack card, you multiply the Kicker value times the Attack card. The product is the new Attack card value. This alteration occurs before any similar alterations take place, e.g. Equalizing by the Calculator or Mass Generation by Moon 16.
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If you play a Compromise card and the other main player plays an Attack card, you collect the Kicker value times the normal number of cards for consolation.
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If you and the other main player play Compromise cards and you both fail to make a deal, the other main player loses your Kicker value times the tokens he or she would otherwise lose.
Strategy Note
From the booklet's Strategy Hints (section VIII, "Kickers"); strategy text, not a rule.
The Kicker is a rare card and should be used as strategically as is possible. Play Kickers to enhance your Attack card value, but don't neglect the possibility of using a Kicker to increase the amount of consolation to which you are entitled or the amount of penalty another player will pay for not dealing.
Compromise Cards
Source: section XIII ("The Deck—A Listing") of the Eon booklet for the count; the rules are those the booklet gives for Compromise cards in general.
The four Set #8 Compromise cards carry no card-specific text. The booklet lists them in the deck contents above and gives no other Set #8 entry for them. They are played as Compromise cards under the base game's Compromise rules (the outcome rules for two Compromise cards, and for one Compromise card against an Attack card, in section VI of the booklet), which are not reproduced in this entry. The Kicker effects that refer to Compromise cards are given in the Kickers section above.